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K4thos

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Messages by K4thos

    

Re: Ikemen Plus

 February 10, 2018, 02:13:40 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
its really similar to mugen,sometimes I'm getting no error and engine just closes itself
"debug/log.txt", that's where error is printed. It's mentioned in "@wip" directory that I don't know how to print errors to new window yet (they are printed to console by default but I've disabled it via -ldflags -H=windowsgui in build.bat).

Quote
Noticing a bit of a disjoint in the options menu...input changes aren't being saved, even after the mandatory message to restart the program.
bug in script/options.lua. Change this line:
Code:
t[item].vardisplay = key
to this:
Code:
t[item].vardisplay = key
if controller == -1 then
config.KeyConfig[playerNo].Buttons[item] = key
else
config._comment.KeyConfig[playerNo].Buttons[item] = key
end
I'm not uploading new version yet since I think I will make more changes to this script. Just like in mugen, you can't have the same button set to 2 different commands, so the input screen should let the player know if that happens. Probably the best way is displaying both player 1 and player 2 inputs on the same screen, so that it's visible which keys needs to be assigned and which inputs are already assigned to something else.

Also I think joypad inputs are not automatically detactable yet since glfw has dedicated function for controllers. I will add this feature once I will be able to make my Dualshock 3 work with the damn PC, so that I can test it properly.

Quote
I'm gonna look into that more, but that's rather interesting to note.
When it comes to bugs in lua code please post them here. Most likely I can fix them in a minute, so no point trying to find the issue on your own. Can't say the same thing about source code though, I'm absolutely bad when it comes to understanding more complicated parts of Go code.

Quote
The sound driver required has a web page that just lose its license so such users may end up scared by that until it gets fixed.
Current sound implementation in ikemen seems a bit weird to me with the ducking effect all over the place enabled by default. If you're going to mess with it please take a look if this can be disabled for sndPlay function.
    

Re: Ikemen Plus

 February 09, 2018, 02:33:07 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Wait, so you're saying that Ikemen GO Plus is OpenGL only!? The link you gave me worked btw, but I'm still getting black screen due to OpenGL.
yes, opengl only. There is no alternative renderer available in Ikemen GO engine like there was in Ikemen S-SIZE.
    

Re: Ikemen Plus

 February 09, 2018, 02:09:26 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Ash, maybe try installing OpenAL 1.1 Windows Installer (no idea if it's needed but ikemen uses openal for sound in source code).

Ikemen GO system requirements that I know about:
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update),
- 64-bit system (not sure if there is 32-bit windows GO compiler available - if someone will send me a link to it, we could provide additional exe).
    

Re: Ikemen Plus

 February 09, 2018, 01:26:10 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Ah, I think they are confused because of the download from the branch. It doesn't contain the ikemen by default in the root folder so they're probably just running the first executable they see, aka the .bat instead of properly importing the files.
sorry, my bad, it looks like Github didn't commit Ikemen_go.exe at all for some reason. Here is a package with exe:

https://www.dropbox.com/s/ml5w1aigp54ajl0/Ikemen-GO-Plus.zip?dl=1

As mentioned, this build isn't stable and may contain bugs and incomplete features.
    

Re: Ikemen Plus

 February 09, 2018, 12:31:35 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Em no works build.bat  :(
you should NOT use any of the BAT and SH files. Those are for source code developers and require Go compiler to work (build - compiles ikemen go source code, get - downloads external packages used by the engine, run - compiles source on the fly and starts it, without creating executable).

Ikemen is started via Ikemen_GO.exe.

If it doesn't work probably your computer is too old to run it (opengl is required, probably also 64-bit system since the compiler is 64-bit). Also check what "debug/log.txt" says.

edit: see my next post
    

Re: Ikemen Plus

 February 08, 2018, 04:55:23 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
Is there an ETA for the next release with the GO Engine? I can start looking into lobbying systems to work with GO once that's out, since it'll help with the Simul P3/P4 functionality.

@Ruler: it's not ready for release but current wip build is avilable in my experimental branch:
https://github.com/K4thos/Ikemen-GO-Plus/tree/K4-experimental
edit: use this link since github automatically deletes EXE file: https://www.dropbox.com/s/ml5w1aigp54ajl0/Ikemen-GO-Plus.zip?dl=1
System requirments: http://mugenguild.com/forum/msg.2394352

Some people asked about performance - check yourself and let us know.
As for the screenpack support currently we are at Winmugen compatibility level (no FNTv2 and no localcoord for now). Here are some winmugen screenpacks that I’ve used during development to test if the code is accurate: https://www.dropbox.com/s/auux1lot75ont51/winmugen%20screenpacks.7z?dl=1
Other winmugen screenpacks should work too although I haven't test them.

The screenpack installation is the same as in mugen - just extract folder to "data" directory and reference correct location of DEF file inside config.json (instead of mugen.cfg)
Example:
To use broken mugen screenpack move "brokenMUGEN" directory to data and change this line in data/config.json:
Code:
"Motif":"data/system.def"
into this:
Code:
"Motif":"data/brokenMUGEN/def/system56.def"
Some screenpacks may require different installation path (if author didn't care for Elecbyte recommendation files paths may refer for example directly to data directory and require overwriting default screenpack - just fallow the screenpack readme file provided by author to know how to install it correctly).

One important thing - do NOT overwrite default "font/f-6x9.fnt" and "font/f-4x6.fnt" files even if screenpack comes with them included and requires copying files into font directory.

--------------

This build isn't stable and may contain bugs and incomplete features. List of features planned but not implemented yet is in the @wip directory. How to use add004 tag system is explained in @add004 directory. If the program crashes you can find a log in 'debug/log.txt' file.
    

Re: Feilong (Pots Style) by Varo Hades - Updated 12/18/17

 February 05, 2018, 09:01:43 pm View in topic context
 Posted by K4thos  in Feilong (Pots Style) by Varo Hades - Updated 1/31/19 (Started by BahamianKing242 December 09, 2017, 08:42:05 pm
 Board: Edits & Addons 1.0+

    

Re: Ikemen Plus

 February 05, 2018, 01:27:00 am View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
How can i shut off the A.I. and have the 3v3 feature, I watched FClass tut but things looks alot different here compare to the old ikemen set up.
Just wait for new version. I'm not going back to v0.3. Problem with tag is known and already fixed locally.

Quote
Is there a possibility about building a server support for the IKEMEN GO Project? 'Cause it would be great if we had this kind of stuff instead of playing with applications like "HAMACHI", you know? Throught the VPN's and stuffs like that... 'cause that's sometimes a bit painful when you wanna play with your friends, build a game and share it with the community...
I don't know much about networking and I'm extremely novice when it comes to GO language, so don't count on me. But to answer your question - yes, I'm pretty sure that if you find actual GO programmer he/she could easily add server support to ikemen GO source code. There are also whole lobby systems available, so it shouldn't be a huge task: https://golanglibs.com/?q=lobby
If ikemen author or someone else will commit feature like this in future we will add support for it to Ikemen Plus interface.
    

Re: Ikemen Plus

 February 02, 2018, 09:42:39 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Good news, I've just managed to understand glfw code that handles key inputs in the engine, so a lot of new possibilities opens up:
- option screen input menu like in mugen (button change via button press instead of typing)
- all input data that previously needed to be typed in external window will now work from within main ikemen window (IP address, etc.),
- thanks to above fullscreen mode will now work in a sane way (no need to minimalize window to type something),
- there will be F1 button support in main menu that displays message like in mugen,
- screenshots,
- I'm planning to add a simle menu for network play where you can type user nicks associated with particular IP addresses, already typed ones will be remembered and selectable from the menu.

Quote
The console/Arcade mode from Mvs is to do possible like make a arcade mugen build(or a tekken 7 machine that you play a online arcade machine lol) or a console mugen build.
Not sure what you mean :( If you're asking if it's possible to set Ikemen as a true Arcade machine with coins than the answer is yes. Thanks to above mentioned input read you can set it up the same way as emulators (coin door microswitch wired to button responsible for adding coins or some software solution). If there is demand for such feature we could even add something like "Arcade Machine" parameter for screenpack DEF file that automatically converts ikemen into arcade cabinet mode (no player’s input read until there is at least 1 coin).
    

Re: Ikemen Plus

 February 01, 2018, 11:25:37 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

Quote
-Classic Vanilla Mugen Screenpacks Like system.def
Please read the last 2 pages of this very topic. That's what the next version is all about :( Yes, it supports mugen screenpacks (which means it interprets mugen system.def files).

Quote
-custom arcade way per a char, or even custom universal way(s), the stage may work like is now, but the storyline uses commands
basic conept of your suggestion is already implemented for Arcade Mode - quote from select.def
Quote
; - 1, 2, (...)
 ;   IKEMEN feature: paramname points to the match number in
 ;   arcade mode. paramvalue overwrites character that you would
 ;   face following normal 'order'. paramvalue should match exactly
 ;   the charname text typed after "Insert your characters below"
 ;   line, so it can be either full DEF path or just folder name.
 ;   This functionality introduces simple solution for implementing
 ;   story like arcade mode similar to the one in Street Fighter
 ;   Alpha 3 where characters always face their rivals along the way.
 ;   If you're playing in Team mode than paramvalue character becomes
 ;   opposite team leader, other characters follow normal order.


In above example from SFA3 Mika always faces Karin in 5th battle, Zangief in 9th and Bison in 10th. Same thing can be implemented with above quoted feature. Unique for each character, so more powerfull than order (of course order is still supported).

Dedicated Story mode is planned but I haven't start working on it yet. Not sure if it will allow everything you mentioned. The base goal is recreating Story Mode like in Dragon Ball Extreme Butouden:

In short: full control over who is the player's character, who you will face and in which team mode, extended storymode DEF files support (same as mugen storyboards but with no limitations, auto text rendering, skipping screens with buttons etc.), things like that. If you can link me to detailed explanation of open bor History System maybe I will be interested in implementing it the same way. Any documentation available?

Quote
-Some option to start with a custom default(single ,tag ,turns(Number of chars) and simul) when hiding the other options
Already implemented in next version.

Quote
-MVS based Console and Arcade mode, since is already has coins on the game, why not a button to add more coins? or a mode that only goes to arcade/online and local versus? with a text  menu too to change configurations
I will look into it if I manage to force the engine to read input other than character's buttons from within lua scripts (no success with it yet).

    

Re: Ikemen Plus

 February 01, 2018, 07:05:16 pm View in topic context
 Posted by K4thos  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 am
 Board: IKEMEN Releases

MALYSZ, whatever you choose, your computer won't explode... Please let me know which part of that message is confusing? (other than missing readme file, but I dunno what I could add to it when it comes to SFF conversion with Elecbyte tools). First option - do the conversion, second - skip conversion, third - skip and never mention it again.

btw. next update won't have this warning. Which also means there won't be automatic animations support either, at least for now. Maybe this feature will come back in future if I, or someone else, manage to understand source code enough to implement it natively, without external tools usage.

Quote
A help with this would be appreciated
As mentioned v0.3 is no longer supported, sorry. No bug fixes for it considering new version doesn't even use the same engine (migration from ikemen s-size engine to ikemen GO engine). If the same issue will be there in next update I will look into it, but in such case proper report is required, with detailed explanation how to reproduce it.

Quote
k4tho is Ikemen GO will have open sources code for us Coder and make are own coding for the program ? I want to go even further of learning more about Ikemen GO coding language, and yeah Im not smartest old man in world but I do try to work things our for my kind of taste hehe when come to coding and creating theme for fan made games xD
Ikemen GO already has open sources: https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage
Why would I close the sources when I'm NOT the author of ikemen? It's Suehiro's engine. Ikemen Plus is an addon for it, nothing more. It's the same type of thing as any other code released for ikemen by others (like TheFclass97’s stuff posted in this section).
And no, as mentioned before, next Ikemen Plus will support mugen screenpacks, so you don't need to learn Lua. And you don't need to learn GO.

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like my self also will the new Ikemen go will be having its own Full Wikis Doc for the program ?? like how elecbyte did for there doc site for mugen ?
I'm not planning to spend time on documentation. All you will need to create screenpacks compatible with next Ikemen Plus is knowledge that you can find in already existing mugen screenpack tutorials.

Quote
You guys think he could work on online vs mode simul? I made a system that focuses on simul and I can't move p3 or p4.. Even if I set up all the inputs, p3 nor p4 can't be controlled. Even with beximus's system it won't work.
That has been already fixed locally and will be there in the upcoming update.

Quote
I really want choosing beetween modes         
Ryu or Evil Ryu on select screen,will something like that be possible on new Ikemen,if not a upgraded cursor trick would be fine too.
next version implements screenpack support with aim to correctly interprete mugen DEF code, so old tricks should still work.

Quote
Another question, will changing Ikemen Plus to GO language have any performance impact?
what do you mean by performance impact? Ikemen works at 60FPS. If you mean what are the minimum and recommended system requirements for ikemen go engine than I have no idea.
    

Problem with profile 'Topics Started'

 January 29, 2018, 08:28:05 pm View in topic context
 Posted by K4thos  in Problem with profile 'Topics Started' (Started by K4thos January 29, 2018, 08:28:05 pm
 Board: Feedback

http://mugenguild.com/forum/profile/nexus-games-83899 => Show content => Topics started
Notice that this topic is nowhere to be found in his/her Topic history (btw. the topic was started by Super Dragon Blade, Last Edit was made by C.V.S Artist, now known as Nexus Games... - I think in all these cases it's the same person).

I've found the same issue with different user although I can't remember the nick right now. He/she started many topics over the years but none of them were available in Topic History (completely blank list).
    

Re: Parry + Dodge Rolls

 January 27, 2018, 10:20:55 pm View in topic context
 Posted by K4thos  in Parry + Dodge Rolls (Started by DingusMB January 27, 2018, 03:25:42 pm
 Board: M.U.G.E.N Discussion

Quote
stilll those mechanics are gettin  too old now
This never gets old  :sunny:
    

Re: SF1 Ryu, Joe, Retsu, Geki and Lee (Street Fighter Alpha style)

 January 22, 2018, 02:04:11 pm View in topic context
 Posted by K4thos  in Retsu, Geki, Lee, and Joe -- and SF1 Ryu (Street Fighter Alpha style) (Started by SiL3Nt J June 27, 2017, 06:35:26 pm
 Board: Graphics

agreed. With shoes he no longer resambles Dee Jay base. The only thing missing now is his belt:

Are you planning to add it? Either way fantastic job all around.
    

Re: alternate sff for shingo by "JFCT555"

 January 21, 2018, 10:06:53 pm View in topic context
 Posted by K4thos  in alternate sff for shingo by "JFCT555" (Started by dampir January 10, 2018, 03:57:12 pm
 Board: Edits & Add-ons

thank for reply. So from what I understand when it comes to system conversion this is not really pure JFCT555's Shingo (just to be sure I've downloaded his original character to compare) but an edit of that Shingo that adds Pots system and sparks made by someone else. Any idea who is responsible for this Shingo edit? (you know, the character before SFF file has been altered)

btw. amazing job on that SFF edit. Top quality stuff.
    

Re: Select/Versus Team mode portraits?

 January 21, 2018, 08:05:50 pm View in topic context
 Posted by K4thos  in Select/Versus Team mode portraits? (Started by K4thos January 21, 2018, 05:58:54 pm
 Board: M.U.G.E.N Development Help

mystery solved, thanks
    

Select/Versus Team mode portraits?

 January 21, 2018, 05:58:54 pm View in topic context
 Posted by K4thos  in Select/Versus Team mode portraits? (Started by K4thos January 21, 2018, 05:58:54 pm
 Board: M.U.G.E.N Development Help

I've noticed this screen in roster topic:


What is that second portrait (above Kira) doing there? I thought Mugen doesn't support more than 1 portrait for each side even in Team mode. Which screenpack parameter controls it? I've implemented support for team mode portraits in ikemen plus (a project that brings mugen features into ikemen) via additional paramemeters:
- p1_face_num (maximum amount of portraits that should be rendered for p1 side - 1 by default)
- p1_face_spacing (amount of x, y pixels offset between portraits)
(same for p2 side)

But if this has been already implemented in vanilla mugen I need to adopt official names for these parameters and code it to work the same way. I can't find any information about this feature in default mugen screenpack. Explanation would be appreciated.
    

Re: alternate sff for shingo by "JFCT555"

 January 21, 2018, 04:02:27 pm View in topic context
 Posted by K4thos  in alternate sff for shingo by "JFCT555" (Started by dampir January 10, 2018, 03:57:12 pm
 Board: Edits & Add-ons

Quote
here another sff...credit goes to  "JFCT555" for making this shingo
hey dampir, at first I've ignored this release being aware of the JFCT555's characters KOF gameplay (not really a fan of pure KOF in mugen). But after testing Shingo it looks like the release is not only CVS inspired SFF patch as title indicates but full-fledged system conversion to something that resembles so called pots style/Capcom gameplay (6 buttons, ex moves, power charge, sparks). I'm wondering if any other of your topics titled "SFF patch" has similar approach to character updating?
    

Re: Cinder (Update) Divinewolf Style Release

 January 20, 2018, 08:18:13 am View in topic context
 Posted by K4thos  in Cinder (Update) Divinewolf Style Release (Started by Nexus Games January 18, 2018, 10:35:08 am
 Board: Your Releases, 1.0+

The character looks nice, keep it up. The damage is probably accurate to damage output in KI games but since the topic mentions "Divinewolf Style" I think it may be a good idea to consider matching values with other characters created in this style.

btw. all links to your previous characters no longer work.
    

Re: Kame House

 January 18, 2018, 05:14:17 pm View in topic context
 Posted by K4thos  in Kame House (Started by Toni January 18, 2018, 09:49:41 am
 Board: Your Releases, 1.0+

Quote
No BGM, sadly


Lovin this stage.